/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerState.h
A PlayerState is created for every player on a server (or in a standalone game). PlayerStates are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.
class APlayerState : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)
uint8: 1
bHasBeenWelcomed
Client side flag - whether this player has been welcomed or not (player entered message)
uint8:  1
bUseCustomPlayerNames
If set,GetPlayerName()will call virtualGetPlayerNameCustom()to allow custom access
TSubclassOf< cl...
EngineMessageClass
This is used for sending game agnostic messages that can be localized
float
ExactPing
Exact ping in milliseconds as float (rounded and compressed in replicated CompressedPing)
FOnPlayerStateP...
OnPawnSet
Broadcast whenever this player's possessed pawn is set
FString
SavedNetworkAddress
Used to match up InactivePlayerState with rejoining playercontroller.
FName
SessionName
The session that the player needs to join/remove from as it is created/leaves